This study provides insight into the relationship between leisure motivation and leisure satisfaction with wireless service among teenage online gamers. A systematic sampling produced 134 usable questionnaires for the final data analysis. Findings revealed that teenagers playing online games with wireless service for intellectual motivations report educational leisure satisfaction. With wireless service, online game players with social motivations report educational, social and relaxation leisure satisfaction. Players with stimulus-avoidance motivation report greater psychological, educational, relaxation, physiological and aesthetic leisure satisfaction. Finally, this work discusses implications for leisure practice and further research.
Lecture Notes in Computer Science 5576, pp.543-552